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Tech ENABLE_GL_SHADERS_ATTRIBUTES - Added shaders for glsl version 140
(cherry picked from commit prusa3d/PrusaSlicer@76d1d4949b)
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parent
bb044754af
commit
1e4f16bd39
76 changed files with 1145 additions and 143 deletions
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@ -577,7 +577,7 @@ void PartPlate::render_logo_texture(GLTexture &logo_texture, GLModel& logo_buffe
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}
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if (logo_buffer.is_initialized()) {
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GLShaderProgram* shader = wxGetApp().get_shader("printbed_attr");
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GLShaderProgram* shader = wxGetApp().get_shader("printbed");
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if (shader != nullptr) {
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shader->start_using();
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const Camera &camera = wxGetApp().plater()->get_camera();
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@ -849,7 +849,7 @@ void PartPlate::show_tooltip(const std::string tooltip)
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void PartPlate::render_icons(bool bottom, bool only_name, int hover_id)
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{
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GLShaderProgram* shader = wxGetApp().get_shader("printbed_attr");
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GLShaderProgram* shader = wxGetApp().get_shader("printbed");
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if (shader != nullptr) {
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shader->start_using();
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const Camera &camera = wxGetApp().plater()->get_camera();
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@ -940,7 +940,7 @@ void PartPlate::render_icons(bool bottom, bool only_name, int hover_id)
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void PartPlate::render_only_numbers(bool bottom)
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{
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GLShaderProgram* shader = wxGetApp().get_shader("printbed_attr");
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GLShaderProgram* shader = wxGetApp().get_shader("printbed");
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if (shader != nullptr) {
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shader->start_using();
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const Camera &camera = wxGetApp().plater()->get_camera();
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@ -973,7 +973,7 @@ void PartPlate::render_only_numbers(bool bottom)
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void PartPlate::render_rectangle_for_picking(const Transform3d &view_matrix, const Transform3d &projection_matrix, GLModel &buffer, const ColorRGBA render_color)
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{
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GLShaderProgram *shader = wxGetApp().get_shader("flat_attr");
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GLShaderProgram *shader = wxGetApp().get_shader("flat");
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if (shader != nullptr) {
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shader->start_using();
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@ -2502,7 +2502,7 @@ void PartPlate::render(const Transform3d& view_matrix, const Transform3d& projec
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{
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glsafe(::glEnable(GL_DEPTH_TEST));
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GLShaderProgram *shader = wxGetApp().get_shader("flat_attr");
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GLShaderProgram *shader = wxGetApp().get_shader("flat");
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if (shader != nullptr) {
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shader->start_using();
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glsafe(::glEnable(GL_BLEND));
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